Homebrew Ancient Blood Vampire Species Details
As an ancient blood vampire, you have strengths and weaknesses of a vampire. You have a resistance to necrotic damage.
Ability Score
Vampires are incredibly charming and stealthy. Your charisma increases by 2 and your dexterity increases by 2.
As a vampire you have the following flaws
Forbiddance. As a vampire can't enter a residence without an invitation from one of the occupants.
When in short distance of a crucifix you have to roll a wis saving throw, and if failed gains the effect frightened.
When splashed with holy water, take 2d6 radiant damage.
Vampires can not enter churches or pass over consecrated ground.
Harmed by Running Water. As a vampire takes 10 acid damage (per level) if it ends its turn submerged from the waist down in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzeduntil the stake is removed.
wound caused by a silver object that remains stuck in the wound causes the (Poisoned) condition until the object is removed.
Sunlight Hypersensitivity. While in sunlight, it has disadvantage on attack rolls and ability checks. You are also weak to Radiant damage.
Living statue: Being a pure blood vampire wile you are well fed, you will appear mortal. Any living creature must make a Insight check against your charisma check to see through your disguise.
Natural Weapons. Your fangs are natural weapons which you can use to make unarmed strikes, they deal 1d4 + your Strength modifier in slashing damage for your claws and 1d6+ your strength modifier in piercing damage for your fangs (2 strikes for being full = lining statue thing)
Size. Humanoid in size Between 5 Feet and 6 Feet 6 inches. Your size is medium.
Age. Elder vampires have no age limit, and are multiple millennia old.
Languages. You can speak, read, and write Common, a language of your choice, and Vampiric. Vampiric is a series of guttural hisses that vampires and their spawn use to intimidate and communicate.
Spider Climb. The pure blood vampire can climb difficult surfaces, including upside down on ceilings with a dex check
Undead. Vampires are considered Undead, and not humanoid. This means that spells that affect humanoids don’t affect them, and that they don’t need to eat, sleep or breathe to continue existing. Necrotic damage and poison damage you resist, however radiant damage is doubled against you.
Vampiric sight. The eyes of a Pure Blood Vampire are sharp as predators of night. You have Dark vision through regular out to 60ft and magical darkness out to 20ft. You also have advantage on perception when in darkness or dim light.
Shadow walker. When in shadow, your enemies have a hard time seeing you giving you a bonus if + 2 in stealth if you succeed in a stealth check. If you Fail you will be seen easier and quicker and will not obtain the bonus.
Blood sense. The Pure Blood vampire can sense the blood of bleeding creatures in a 200 meter radius of itself allowing it to hunt them down.
Sleepless Watchers. Because you are technically undead you don’t require any sleep only a form of meditation where you are still alert and aware of your surrounding.
Summon Swarm. As an action, you may magically call 1d4 swarms of bats or rats, provided the sun isn't up. While outdoors, you can call 1d4 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time.
You can only cast this once per day.
Ancient Blood Vampire Traits
VampirePrevious Versions
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